{"id":3636,"date":"2010-07-07T05:10:26","date_gmt":"2010-07-07T05:10:26","guid":{"rendered":"http:\/\/www.mrbluesummers.com\/?p=3636"},"modified":"2010-09-29T18:16:58","modified_gmt":"2010-09-29T18:16:58","slug":"3dsmax-mental-ray-sub-surface-scattering-guide-part-2","status":"publish","type":"post","link":"http:\/\/www.mrbluesummers.com\/3636\/3d-tutorials\/3dsmax-mental-ray-sub-surface-scattering-guide-part-2","title":{"rendered":"Sub-Surface Scattering Guide Part 2"},"content":{"rendered":"
Welcome to the second part of my sub-surface scattering guide for 3dsMax and mental ray. In this epic tutorial we’re looking at how you can use mental ray’s Sub-Surface Scattering (SSS) tools in order to make your renders more realistic. This technique is often misused, misunderstood, and- if implemented wrong- can seriously affect your render times. After reading this tutorial you’ll walk away with a broad understanding of both the concepts behind SSS and how to implement it effectively in 3d Studio Max and mental ray.<\/p>\n
Just like before, I’ll be explaining things from the perspective of a beginner\/intermediate user. \u00a0You should know what mental ray is, how to enable it, and how to create new materials. \u00a0I’ll provide you with downloadable source files along the way so you can have a starting point for any complex effects. \u00a0I strongly recommend that you at least glance over the first part of this \u00a0SSS guide<\/a> in order to make sure you have a strong understanding of the basic concepts before tackling this second section.<\/strong><\/p>\n Remember that this guide is geared toward discussing what options are available in the 3dsMax implementation of mental ray, followed by detailed guidance on each material and shader type. \u00a0Toward the end of this section we’ll put these concepts into practice by manipulating renders step-by-step.<\/p>\n In part 1 of this tutorial<\/a> we discussed<\/p>\n Then, in Part 2 of this tutorial we’ll discuss<\/p>\n You can\u00a0download my starter scene here<\/a>, though I’m not including the texture files because they’re copyrighted so you may get an error message. \u00a0Any complex materials I create will be provided through a scene file, too.<\/p>\n This material type is significantly different from the Fast SSS Material<\/a> and Fast SSS Skin Material<\/a> in that it’s a true scattering solution based on photons. \u00a0That makes it significantly slower and more difficult to work with<\/em> and should only be used where absolutely necessary. \u00a0Consider the following from the mental ray manual:<\/p>\n The fast shader is recommended for:<\/strong><\/p>\n The physical shader is recommended for:<\/strong><\/p>\n You\u2019ll want to use the physical shader for highly refined renders like close-up products or more scientific renders and visualizations. \u00a0Otherwise the fast shader family has everything that you need.<\/p>\n Also I wanted to include a disclaimer for the images in this section. \u00a0The SSS Physical Material requires a lot of calibration in order to look good. \u00a0However this runs contrary to what I’m trying to do in this tutorial; to provide you with images that demonstrate only one change in a material with otherwise default settings. \u00a0That’s why some of these renders might be kind of ugly.<\/p>\n Now that the warnings are out of the way, let’s dig into the SSS Physical Material and get comfortable with the controls. In order for the SSS Physical Material to work properly, you must enable caustics generation. \u00a0Don’t forget to enable “All objects generate & receive caustics” if you don’t want to set up a more complex solution.<\/strong><\/p>\n We’ll begin by going over the SSS Physical material parameters and how they impact the material during renders. One thing to notice is that the SSS Physical material and the SSS Physical shader have the same parameter set. \u00a0This is because they’re basically the same thing. \u00a0The SSS Physical material is actually just a mental ray material that has the SSS Physical shader assigned to the “surface” and “photon” slots. \u00a0Since this is the case, we’ll only look at the material and I’ll leave exploring the shader component to you as homework. \u00a0See the image below.<\/p>\n\n
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The\u00a0SSS\u00a0Physical Material & Shader<\/h1>\n
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SSS Physical Material Parameter Definitions<\/h2>\n